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kcghost
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 PostPosted: Sat Nov 18, 2006 9:41 am    Post subject: Goldeneye Indexes Reply with quote Back to top

I have been looking into the main Goldeneye index (compressed block 21990-331DF) to see if I can try and fix regular problem with GE editing - stuffing your compressed blocks back in and hoping they are not too big. Theoretically, if you changed the main Goldeneye Index to allow room, it would work, right? An Index entry contains a number, ROM Address and Memory word value. If you modify all the ROM address pointers after the file you inserted (bring them up abit), then you should be able to create room. I think. Smile But whenever I try to re-compress the index, it itself is too big (well thats frustrating), although I think that might be able to get extra room too, but ALL of the ROM addresses in the index would have to be modified. And I was looking through the rom-address-table.txt that comes with the Goldeneye Setup Editor, and saw there are other indexes (the sound index) that is located after the main index that would have to be modified too.

The Sound Index is located at 2EBDE0 according to the text, but it is not a 1172 block, and doesnt appear to be anything. So im stuck, I have no idea where this Sound Index came from. Also, is there any other indexes with ROM addresses? If all the indexes were managed using a program (and room was created so the compressed indexes could gain in size without problems) could it be possible to have anything as big or small as you want? (without going past the max cart zize, although im not sure that even matters on emulator)

Anyway, I want to test out this theory by first creating room for the main index and others and therefore having to modify all the ROM addresses anyway. But im stuck on the Sound index, and is there any other indexes? And if the position of those indexes changed, would they still work (Is there an index for those indexes) This gets complicated, lol.
 
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SubDrag
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 PostPosted: Sat Nov 18, 2006 10:52 am    Post subject: Reply with quote Back to top

You can recompress the 21990 main index fairly easily into the ROM. Just delete a lot of the beta text (make 00s instead), and it'll compress small enough. Also, use the GZip setting in the Goldeneye Setup Editor.

I thought I included this in the zip, but guess not. Zoinkity compiled an excellent identification of the 21990 block, Wreck sent it to me, but my PC died so I lost it, so hopefully he can post it here.

You're correct, with a lot of modification it would be possible to organize the blocks and add new levels or images and things to various places. But it's highly difficult. At one time I considered writing a "compiler" like the setup editor for it, but it was a lot of effort for little benefit, so I cancelled the project. Things like modifying default gun setups, default images for levels, etc, is very easy in the the main setup.

2EBDE0 is the sound index. I think it deals with what instruments they use, I'm not sure, sounds are foreign. It is uncompressed in the ROM.
 
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Wreck
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 PostPosted: Sat Nov 18, 2006 12:10 pm    Post subject: Reply with quote Back to top

I'm pretty sure this is it, but there could be data recently discovered that hasn't been included. Modifying every offset by hand would be extremely tedious, as there are a few index's used. It'd give you the room you need for whatever your hoping to use it for, though that's a lot of work for minimal reward.

The Notepad file is organized better. If you'd like, I'll E-mail it to you at the same time I send it to SubDrag.
Let me know.

Zoinkity's Detailing of the 21990 Primary Load Table

0021990 primary load table and debug handler [size 11850]
1F850-300B0 PAL (blank to 31450) [size 10860]
219D0-can't remember JAP
(ram offset: 80020D90)

note: different region codes may have different offsets
236C stage load table thingy?
(3418) 5A with temple. unsure, but possibly related to table
342C value, then pointer
3424 tables linking to -m values
stage #, then pointer
7CE0 -m values linked above. visual attributes?

5A84 pointers to [##m [##m

7CE0

8480 [##m [##m

86D0 TBL pointers ??? -9
8700 TBL pointers ??? -8D
8984 TBL pointers ??? -34
8AA0 TBL pointers ??? -11
8B00 Assertation Fault text


9B30 UNKNOWN - linked via rom @ 34B30
9C14 intro splash screen text
9E54 solo mission folders
A264 multiplayer game length select x7
(name(i), then time(l) or kills(l) - 9xxx.0000.time.kills)
A2C4 multiplayer scenario select x8
(name(i), then min(c) and max(c) players - 9xxx.mn.mx)
A2E4 multiplayer stage select xC
(select name(i), name(i), pic(l), level(l), available after stage #(l),
min players?(l), max players (l) -
9xxx.9xxx.0000pp.ssssssss.aaaaaaaa.000000mn.000000mx)
A404 minimum multiplayer characters available
A408 multiplayer character select x40

A708 multiplayer handicap select
A760 controller setup select
2E580 solo mission text and briefing calls

11704 weapon statistics 0x2F
12B94 watch/weapon list 0x5A
11704 weapon statistics
1BA30 G...Z call lines
329D0 text call names
140C8 ?

158A0 ? - differs in J

160A0 debug menu text pointers
15B20 part of debug routine (15B18 in J)
15E38 debug on-screen positions
345E0 debug text

1BA30 load lines: fileZ
1D080 character/head table
(load line(P), internal name(P), scale mod(f), scale mod(f), type(i) -
8003xxxx.8005xxxx.FloatVal.FloatVal.type.0000)
1C680 load lines: CfileZ
(NULL(P), body only(P), NULL(P), ??(i), sections(i),
float value(f), type?(i), images(i), NULL(P), NULL(P))

1D6D4 unknown float values

1EA7C button cheat codes x4A
(#(c), display(0A/00), button sequence(P), text(i), ?(i) -
##.dd.0000.Ppointer.B0xx.0000000000.??)
1E6A0 button sequences
(controller state (i) x14 - xxxx,xxxx...xxxx,xxxx)
24020 fog/sky modifiers (current sky)
24080 first sky, etc
252C4 start of rom address list
38014 "80058DA0" - text calls for each above entry
252C4 bg calls
25480 characters
25840 1st person weapons
25C90 objects
26C80 clipping
26E24 briefing text
26F14 multiplayer setups
26FB0 solo setups
270AC stage-specific text
275D4 ???, in break on stage load
27744 language files
278B0 multiplayer award text
278E0 multiplayer weapon sets
28360 multiplayer weapon select text xE
(name(i), pointer to weapons(l) - A8xx.0000.pppppppp)
283D0 ?


*** 28568 offsets between images in ROM!

sound effect/impact registers
2D9D0 00 HIT_DEFAULT
2D9E4 11 HIT_STONE
2D9F8 22 HIT_WOOD
2DA0C 33 HIT_METAL
2DA24 44 HIT_GLASS
2DA38 55 HIT_WATER
2DA4C 66 HIT_SNOW
2DA60 77 HIT_DIRT
2DA74 88 HIT_MUD
2DA8C 99 HIT_TILE
2DAA0 AA HIT_METALOBJ
2DAB4 BB HIT_CHR
2DAC8 0C HIT_GLASS_XLU
2DADC pointers to SE/Impact registers
2DB10 pointers to HIT_X words

Music Table
2DD80 level-specific table
2DE40 multiplayer random select music list
2DF9C pointers to spectrum game names

2E120
2E128 TBL pointers ???
2E1A0 TBL pointers set ammo boxes (multi)
2E1D8 TBL pointers expansion routines for object types
2E29C TBL pointers weapon expansion? (prob not)
2E360 TBL pointers weapon data (equip routines)
2E41C TBL pointers ??? -9
2E480 TBL pointers ??? -2F
2E550 TBL pointers ??? -7
2E580 briefing screen text and load
2F2DC %d display of value
2FE9C display values
30A7C used to display debug data?
30B10 TBL pointers ??? -4A
30C38 floats ???
30CD0 TBL pointers ??? -8
30cf0 floats ???
30D30 TBL pointers ??? -5
30D5C TBL pointers ??? -5
30DBC TBL pointers ??? -68
30F5C floats ???
311EC TBL pointers ??? -13
31238 floats ???
312E0 TBL pointers ??? -18
31370 TBL pointers ??? -FD
31768 TBL pointers ??? -FD
31B6C TBL pointers ??? -1E (ammo types?)
31BF0 TBL pointers ??? -10
31CB0 floats ???
31E08 TBL pointers ??? -34
31EDC TBL pointers ??? -10
31F1C floats ???
3200C TBL pointers ??? -56
32180 TBL pointers ??? -F4
32550 float ???
32564 TBL pointers ??? -C
32594 float ???
325BC TBL pointers ??? -44
326cc float ???
32700 TBL pointers read in object data -2E
327BC TBL pointers something else with object data -2E
328C4 TBL pointers ??? -C
32900 float values
32930 float values. unknown. called during stage load

329D0 weapon inventory text calls
32E84 floats ???
32F20 TBL pointers ??? -46
33038 floats ???
330A8 TBL pointers ??? -14
330f8 floats ???
33194 TBL pointers ??? -93
333e0 floats ???
33404 TBL pointers ??? -3E music?
33504 TBL pointers ??? -3E music?
335FC floats ???
33690 drawjointlist debug text
33700 TBL pointers ??? -5A
33870 object debug text
33D68 TBL pointers ??? -18
33DD0 TBL pointers ??? -15
33e24 floats ???
33E90 TBL pointers ??? -48
33FC4 TBL pointers ??? -8D
34254 TBL pointers ??? -12
3429C floats ???
34500 TBL pointers ??? -7
3451C floats ???
345B0 debug menu text
3496C TBL pointers debug menu options -52

34AE0 stage setup text calls
in stage # order, for RAM string searches
34CD0 object text calls
360F0 character text calls
36520 TBL pointers ??? -4A
3664C TBL pointers ??? -4A
367B4 TBL pointers ??? -10
36800 TBL pointers ??? -10
36840 floats ???
3689C TBL pointers ??? -20
36920 floats ???
369D0 controller key assignment

37860 background/clipping text calls
used to set actual bg/clip for each setup, using setup numbers
use to edit bg/clip rom file searched for
37EC8 TBL pointers ??? -9
37EF0 TBL pointers ??? -35
37FF0 TBL pointers ??? -5
38014 ROM calls
38014 background ROM calls
3A014 clipping ROM calls
3A304 briefing ROM calls
3A408 MP setup ROM calls
3A4DC solo setup ROM calls 3A644
3A5EC language files 3A754
3AA00 TBL pointers ??? -15
3AA58 TBL pointers ??? -23

3AAF0 briefing text calls
3ADD0 TBL pointers ??? -2E
3AEB0 TBL pointers ??? -10
3AEF8 TBL pointers MP overlays,scoring,scenario -26
3AF00 TBL pointers ??? -54
3B0F0 hit type names
3B190 TBL pointers ??? -15
3B290 list of spectrum games
3B39C TBL pointers ??? -EE
3B754 TBL pointers ??? -12
3B79C TBL pointers ??? -BB
3BD00 RSP credits
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kcghost
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 PostPosted: Sun Nov 19, 2006 2:00 pm    Post subject: Reply with quote Back to top

The Main Index doesn't like me. Smile Every time I try to recompress and stuff it back in, it screws up. Even if I have made no changes (Gzip compression) or made changes to make it smaller for Zlib compression. I always get no sound, and crashes just after level start or just randomly. What exactly is the compression algorithim Rare used?
 
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SubDrag
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 PostPosted: Sun Nov 19, 2006 2:32 pm    Post subject: Reply with quote Back to top

It's GZip, and the tool will let you recompress. Your file may be too large, and screwing stuff up. It needs to include the 00s, or something, I forget exactly where it ends.

Here's the document ZOINKITY (he did a great job) compiled, and Wreck sent it back to me again.

0021990 primary load table and debug handler [size 11850]
1F850-300B0 PAL (blank to 31450) [size 10860]
219D0-can't remember JAP
(ram offset: 80020D90)

note: different region codes may have different offsets
236C stage load table thingy?
(3418) 5A with temple. unsure, but possibly related to table
342C value, then pointer
3424 tables linking to -m values
stage #, then pointer
7CE0 -m values linked above. visual attributes?

5A84 pointers to [##m [##m

7CE0

8480 [##m [##m

86D0 TBL pointers ??? -9
8700 TBL pointers ??? -8D
8984 TBL pointers ??? -34
8AA0 TBL pointers ??? -11
8B00 Assertation Fault text


9B30 UNKNOWN - linked via rom @ 34B30
9C14 intro splash screen text
9E54 solo mission folders
A264 multiplayer game length select x7
(name(i), then time(l) or kills(l) - 9xxx.0000.time.kills)
A2C4 multiplayer scenario select x8
(name(i), then min(c) and max(c) players - 9xxx.mn.mx)
A2E4 multiplayer stage select xC
(select name(i), name(i), pic(l), level(l), available after stage #(l),
min players?(l), max players (l) -
9xxx.9xxx.0000pp.ssssssss.aaaaaaaa.000000mn.000000mx)
A404 minimum multiplayer characters available
A408 multiplayer character select x40

A708 multiplayer handicap select
A760 controller setup select
2E580 solo mission text and briefing calls

11704 weapon statistics 0x2F
12B94 watch/weapon list 0x5A
11704 weapon statistics
1BA30 G...Z call lines
329D0 text call names
140C8 ?

158A0 ? - differs in J

160A0 debug menu text pointers
15B20 part of debug routine (15B18 in J)
15E38 debug on-screen positions
345E0 debug text

1BA30 load lines: fileZ
1D080 character/head table
(load line(P), internal name(P), scale mod(f), scale mod(f), type(i) -
8003xxxx.8005xxxx.FloatVal.FloatVal.type.0000)
1C680 load lines: CfileZ
(NULL(P), body only(P), NULL(P), ??(i), sections(i),
float value(f), type?(i), images(i), NULL(P), NULL(P))

1D6D4 unknown float values

1EA7C button cheat codes x4A
(#(c), display(0A/00), button sequence(P), text(i), ?(i) -
##.dd.0000.Ppointer.B0xx.0000000000.??)
1E6A0 button sequences
(controller state (i) x14 - xxxx,xxxx...xxxx,xxxx)
24020 fog/sky modifiers (current sky)
24080 first sky, etc
252C4 start of rom address list
38014 "80058DA0" - text calls for each above entry
252C4 bg calls
25480 characters
25840 1st person weapons
25C90 objects
26C80 clipping
26E24 briefing text
26F14 multiplayer setups
26FB0 solo setups
270AC stage-specific text
275D4 ???, in break on stage load
27744 language files
278B0 multiplayer award text
278E0 multiplayer weapon sets
28360 multiplayer weapon select text xE
(name(i), pointer to weapons(l) - A8xx.0000.pppppppp)
283D0 ?


*** 28568 offsets between images in ROM!

sound effect/impact registers
2D9D0 00 HIT_DEFAULT
2D9E4 11 HIT_STONE
2D9F8 22 HIT_WOOD
2DA0C 33 HIT_METAL
2DA24 44 HIT_GLASS
2DA38 55 HIT_WATER
2DA4C 66 HIT_SNOW
2DA60 77 HIT_DIRT
2DA74 88 HIT_MUD
2DA8C 99 HIT_TILE
2DAA0 AA HIT_METALOBJ
2DAB4 BB HIT_CHR
2DAC8 0C HIT_GLASS_XLU
2DADC pointers to SE/Impact registers
2DB10 pointers to HIT_X words

Music Table
2DD80 level-specific table
2DE40 multiplayer random select music list
2DF9C pointers to spectrum game names

2E120
2E128 TBL pointers ???
2E1A0 TBL pointers set ammo boxes (multi)
2E1D8 TBL pointers expansion routines for object types
2E29C TBL pointers weapon expansion? (prob not)
2E360 TBL pointers weapon data (equip routines)
2E41C TBL pointers ??? -9
2E480 TBL pointers ??? -2F
2E550 TBL pointers ??? -7
2E580 briefing screen text and load
2F2DC %d display of value
2FE9C display values
30A7C used to display debug data?
30B10 TBL pointers ??? -4A
30C38 floats ???
30CD0 TBL pointers ??? -8
30cf0 floats ???
30D30 TBL pointers ??? -5
30D5C TBL pointers ??? -5
30DBC TBL pointers ??? -68
30F5C floats ???
311EC TBL pointers ??? -13
31238 floats ???
312E0 TBL pointers ??? -18
31370 TBL pointers ??? -FD
31768 TBL pointers ??? -FD
31B6C TBL pointers ??? -1E (ammo types?)
31BF0 TBL pointers ??? -10
31CB0 floats ???
31E08 TBL pointers ??? -34
31EDC TBL pointers ??? -10
31F1C floats ???
3200C TBL pointers ??? -56
32180 TBL pointers ??? -F4
32550 float ???
32564 TBL pointers ??? -C
32594 float ???
325BC TBL pointers ??? -44
326cc float ???
32700 TBL pointers read in object data -2E
327BC TBL pointers something else with object data -2E
328C4 TBL pointers ??? -C
32900 float values
32930 float values. unknown. called during stage load

329D0 weapon inventory text calls
32E84 floats ???
32F20 TBL pointers ??? -46
33038 floats ???
330A8 TBL pointers ??? -14
330f8 floats ???
33194 TBL pointers ??? -93
333e0 floats ???
33404 TBL pointers ??? -3E music?
33504 TBL pointers ??? -3E music?
335FC floats ???
33690 drawjointlist debug text
33700 TBL pointers ??? -5A
33870 object debug text
33D68 TBL pointers ??? -18
33DD0 TBL pointers ??? -15
33e24 floats ???
33E90 TBL pointers ??? -48
33FC4 TBL pointers ??? -8D
34254 TBL pointers ??? -12
3429C floats ???
34500 TBL pointers ??? -7
3451C floats ???
345B0 debug menu text
3496C TBL pointers debug menu options -52

34AE0 stage setup text calls
in stage # order, for RAM string searches
34CD0 object text calls
360F0 character text calls
36520 TBL pointers ??? -4A
3664C TBL pointers ??? -4A
367B4 TBL pointers ??? -10
36800 TBL pointers ??? -10
36840 floats ???
3689C TBL pointers ??? -20
36920 floats ???
369D0 controller key assignment

37860 background/clipping text calls
used to set actual bg/clip for each setup, using setup numbers
use to edit bg/clip rom file searched for
37EC8 TBL pointers ??? -9
37EF0 TBL pointers ??? -35
37FF0 TBL pointers ??? -5
38014 ROM calls
38014 background ROM calls
3A014 clipping ROM calls
3A304 briefing ROM calls
3A408 MP setup ROM calls
3A4DC solo setup ROM calls 3A644
3A5EC language files 3A754
3AA00 TBL pointers ??? -15
3AA58 TBL pointers ??? -23

3AAF0 briefing text calls
3ADD0 TBL pointers ??? -2E
3AEB0 TBL pointers ??? -10
3AEF8 TBL pointers MP overlays,scoring,scenario -26
3AF00 TBL pointers ??? -54
3B0F0 hit type names
3B190 TBL pointers ??? -15
3B290 list of spectrum games
3B39C TBL pointers ??? -EE
3B754 TBL pointers ??? -12
3B79C TBL pointers ??? -BB
3BD00 RSP credits

azt 84d160
cat 8426e0
mp_setupcat 844150
mp_setuprun 844560
845220 - 846740

BE6D10
 
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 PostPosted: Sun Nov 19, 2006 5:13 pm    Post subject: Reply with quote Back to top

Here are two more blocks that I've just detailed...

A7D4 cheat option target times for missions (aaaa.sasa.oaoa)
A870 cast of characters bodies, heads, text lines and set numbers (00-intro, 01-outro)
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SubDrag
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 PostPosted: Sun Nov 19, 2006 5:47 pm    Post subject: Reply with quote Back to top

That first one could be pretty useful with these new levels...interesting. Can you add more? Somewhere it must be tied to actual cheats.
 
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kcghost
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 PostPosted: Tue Nov 21, 2006 1:32 pm    Post subject: Reply with quote Back to top

Well, I checked it out some more, turns out the file I have been trying to modify or just stuff back in is NOT the real uncompressed 21990. Both the Python script and GE Setup Editor decompressors act the same, and they completley disregard any extra zeros at the end of a compressed file. I got the compressed file from the ROM, and it decompresses, but that decompressed output is not the same as the one you can get from the memory.

When I try to compress the memory one, it comes out bigger than its original compression, so I guess Ill have to delete some stuff.

Since the decompressors screwed up on me, I still dont think the 21990 index likes me, lol.

The Decompressed output differences from the decompressed output from the game are sparatic, but enough to screw up the game and only half-work.

Cool new blocks, there are alot of cool things you can modify in this main index.
 
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Wreck
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 PostPosted: Tue Nov 21, 2006 7:19 pm    Post subject: Reply with quote Back to top

I could never successfully decompress the main index, either.
Zoinkity sent it to me in an E-mail a few months back. I'll be sure to send it your way tonight, just so you have the correct version. When it's loaded into the RAM, certain things change. If you've pulled it during gameplay, that could be the reason why it isn't working.
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SubDrag
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 PostPosted: Tue Nov 21, 2006 7:49 pm    Post subject: Reply with quote Back to top

Here's a working 21990 file that will successfully recompress and be put back into the ROM:
http://www.rarewitchproject.com/test/21990uncompressed.bin

All I did was get rid of the matrices unused debug text. And use GZip option in Goldeneye Setup Editor.

IMPORTANT: YOU MUST RE-CRC THE ROM OR IT WILL NOT LOAD AFTER PUTTING IN COMPRESSED VERSION. Also, once re-crced you need to put back default GE settings or it will be slow.

Btw-yes, gzip ignores the extra parts in file. It goes until it gets "EOF" code, so your file could be 1 KB or 1000 MEG, but once it sees EOF the rest is discarded. So you can safely just find a start spot, copy a ton, and decompress. If you fail decompressing 21990 you underestimated its file size.
 
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 PostPosted: Wed Nov 22, 2006 8:19 am    Post subject: Reply with quote Back to top

I was working on reorgainizing teh whole bloody thing. The easiest way to add rooms is to delete all the multi-region text files. (E on jap, J on NA, J+E on U - or whatever happens not to be used. I dont' have the crap in front of me you know)

I got as far as removing all the unused references, then decided the project was downright stupid and starting a rather cool project to upload rooms directly to play with a gs. This was supplanted by the editor, which has oddly been supplanted by the help - if that makes any sense.

One thing of note is that the actual addresses the data is located at within the fiel are very important. First, as you've probably noticed, the addresses mentioned in the file are the ram addresses at decompression. Not mentined though are all teh tables that depend on fixed locations so the code can access it. You can't just GS away *most* code in the TLB, so don't start deleting or adding to the file binary. Replace, replace, replace.

As for adding rooms though it isn't as easy as messing with the file pointers. You also must fiddle with the background data file for the stage, and adding anything to it will mess up *every single stage binary offset*.

Hence the idea the whole project was stupid.

The sound data uses a crazy setup that is uncompressed and standardized across N64 consoles. (first person to object gets a 12 page disseration on the subject) It is very complex, so if you dont' know how it works read the docs at Dextrose.
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 PostPosted: Wed Nov 22, 2006 12:22 pm    Post subject: Reply with quote Back to top

Alright, it turns out I was decompressing right, but I got confused and thought it should be decompressing like it was available in the memory. Thanks Wreck for the decompressed file, now Im not as confused. Anyway, Trying to compress it and putting it in ends up with the same problems, but I failed to mention earlier that under Project 64 it doesnt load at all (1964 it loads but has major problems as I described), which makes me suspect this Re-CRC thing is the fix. I would ask what the hek Re-CRCing is, but I havent even looked into it yet and I would feel like an idiot asking what something is without looking into at least a little bit by myself first. Smile

Update: Re-CRCing worked, funny I actually had the tool for it in one of my folders the whole time. Now I can finally play with this.
 
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 PostPosted: Mon Nov 27, 2006 10:40 am    Post subject: Reply with quote Back to top

Is there a limit past which you cant reference something in the ROM Address Table? I was messing around and put Dam at the end (In the FFs). I figured the FFs are not anything important, so I put the compressed Dam there and re-referenced it in the index. I can play all the solo levels but Dam, and I can't play the multi levels (which doesn't really make sense). The Dam music comes on, but I get no video.
 
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 PostPosted: Mon Nov 27, 2006 10:46 am    Post subject: Reply with quote Back to top

That whole file is very, very structured and you need to maintain the structure. Sometimes it grabs data until a 00000000 or perhaps FFFFFFFF?, and other times it has a set number of times to grab, such as with weapons, like 8 sets, etc. You have to be very careful to preserve it. If you post specifically what you changed I can take a look.
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Nov 27, 2006 11:55 am    Post subject: Reply with quote Back to top

There is FFs from BE6D10 onward in the Goldeneye ROM. I put the original compressed Dam setup file (UsetupdamZ) from BE6D20 (I saved one line of FFs) to BEAFF0 (I overwrote that block of FFs). I then modified the 21990 index to reference that. Solo Setups start at 26FB0, Dam is number 270, its ROM Address located at 2700D. I overwrote 008C10D0 with 00BE6D20 (The start of the compressed dam setup I put in the FFs). I recompressed the 21990, put that back in. I then Re-CRCed the ROM and all of the Solo missions but Dam work, also the multi missions dont work which doesnt make sense to me. When I go to play Dam, the music starts but I cant get any video. Maybe Goldneye doesnt allow to read that far towards the end of the ROM? Is there a specific limit?

I also have all of the In-stage text that is not needed overwritten with zeros (Mostly all the J ones), but I tested all that before I tried moving the Dam setup, and it works properly, so it shouldn't have made a difference.

After it didnt work, I tried overwritting more FFs at the end of it with zeros, didnt work, then I overwrote the end of it with the start of the next compressed data block, hoping it would see the 1172 and end.

I made an IPS patch of the changes I made, Im using a z64 ROM. Here is the patch: http://kcghost.googlepages.com/dam-changes.ips

Update: Nevermind most of the Multi levels not working, I think thats a result of my other changes. Its just Dam that I think should work but doesn't/
 
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